he did someIf other people won't do them I could but doing PROCAR skins is already time consuming (2 hours on average / skin, bit more if I have to do everything from scratch)
Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the windscreen grid pattern without having overlap problems...?This should fix it
[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
DJ Khaled is now producing updates for the Audi A4.Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the grid pattern without having overlap problems...?
I understand then that it would no longer be necessary to use your main .kn5...Yes this code is as you say. The artifacts you see is because of the normal map. You have to change the shader to ksperpixel
Thank you very much for your patience... I will continue doing experiments tomorrow, I am already exhausted; we civil servants are not used to having to use our brains so much... 🤯Correct
You bet...Good Evening all
Has anybody out there got rain fx for 60s Eifel Betonschleife by Sergio LORO please and be willing to share ?
Regards
Mark
Unfortunately, that doesn't help. But thank you.Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.
1.) Can sometimes cause problems if the object has collision physics. If you drive where the object was, you can still bounce off of it like it was still there.
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Not really needed, but you can put something here if you want.
MESHES = 'Mesh name you got from the object inspector app'
IS_RENDERABLE = 0
2.) Try this one first
[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = ?.kn5
HIDE = 'Mesh name you got from the object inspector app'
If its a physical mesh it cant be removed/hidden.Unfortunately, that doesn't help. But thank you.
A physical mesh property can however be modified via extended track physicsIf its a physical mesh it cant be removed/hidden.
Hi there,Driving wise how does the F302 A4 feel compared to the Cyril Cherry A4?
... the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point?...
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.I use Grass FX's ORIGINAL_GRASS_MATERIALS/ORIGINAL_GRASS_MESHES -lines to hide any material or mesh in tracks via config-file. Not the most obvious solution, but it works.
I'm pretty much 100% sure I've managed to hide any desirable object with ORIGINAL_GRASS_MESHES -command. Done it with editing .kn5-files too. Deleting stuff is my specialty, and that grass fx -thing does work. Not that is the "proper" or "recommended" way to do it.Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.Hi there,
Apart from the fact the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point? Might be my personal feeling though, but noticable to me for some reason.
After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.
others parameters you have to check:I havent tried it yet, but it mught be because the toe is too agressive in the setting, try to get it near 0.0 front and back.
Negative front and positive rear will help the car rotate, but if its too agressive it'll be twitchy
Very interesting, thank you!After hiding the meshes via [MODEL_REPLACEMENT_...] or [MESH_ADJUSTMENT_...] in extconfig.ini,
you have to edit surfaces.ini file for the invisible collidable wall meshes:
- copy the surface [SURFACE_xx] with the ROAD surface.
- paste it at the end
- edit the number xx with the following one
- edit "KEY=" with the mesh of the invisible collidable wall (NOTE: mesh only CAPITAL letters)
To find the invisible collidable wall meshes you have to:
- unpack the track KN5 file (click on the .kn5 to highlight it and then hold shift while you double click the .kn5. This will automatically unpack it to a new folder)
- open the track FBX with Blender
So I made a Prinz 4L 600 out of the NSU 1000 TT (for the upcoming Marlboro 12hr). As per specs, shortened it 14" (but didn't bother narrowing since the change was negligable). Seemed to go quite smoothly, until in-game, where the translation of the back wheels got lost. If it's anything like changing the track width in suspensions.ini, I can't find it. Anyone know where wheelbase is adjusted?
View attachment 1426672- All good in Blender.
View attachment 1426673- All good in CM showroom.
View attachment 1426674Translation of back wheels is lost...
I tried "apply transformation" in Blender, but it wonked other things...
View attachment 1426676- HELP![]()
Yup. Thank-you. You'd think I would have spotted that, but it was way too close to the top, and way too obviousmaybe there is a problem here?